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Update texture_atlas example with different padding and sampling (#10073
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)

# Objective

- Expand the texture_atlas example with padding and show how it can
resolve sprite bleeding for different types of sampling.
- Fixes #9522
## Solution
Updated the texture_atlas example by adding 4 different texture atlases:
1. linear, no padding
2. linear, padding
3. nearest neighbor, no padding
4. nearest neighbor, padding

Now renders one padded and one unpadded texture atlas, and the same
upscaled sprite from each of the new texture atlases. See the screenshot
below (taken on 1080p monitor).


![Screenshot from 2023-10-10
08-37-43](https://github.com/bevyengine/bevy/assets/46004494/4cef707c-e117-4835-b2c8-66503d8c275f)

**From left->right:** linear no padding, nearest no padding, linear
padding, nearest padding.

---

---------

Co-authored-by: davidasberg <[email protected]>
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antoniacobaeus and davidasberg authored Dec 14, 2023
1 parent 16c5a4b commit ca1874e
Showing 1 changed file with 181 additions and 23 deletions.
204 changes: 181 additions & 23 deletions examples/2d/texture_atlas.rs
Original file line number Diff line number Diff line change
@@ -1,11 +1,17 @@
//! In this example we generate a new texture atlas (sprite sheet) from a folder containing
//! In this example we generate four texture atlases (sprite sheets) from a folder containing
//! individual sprites.
//!
//! The texture atlases are generated with different padding and sampling to demonstrate the
//! effect of these settings, and how bleeding issues can be resolved by padding the sprites.
//!
//! Only one padded and one unpadded texture atlas are rendered to the screen.
//! An upscaled sprite from each of the four atlases are rendered to the screen.

use bevy::{asset::LoadedFolder, prelude::*};
use bevy::{asset::LoadedFolder, prelude::*, render::texture::ImageSampler};

fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // fallback to nearest sampling
.add_state::<AppState>()
.add_systems(OnEnter(AppState::Setup), load_textures)
.add_systems(Update, check_textures.run_if(in_state(AppState::Setup)))
Expand Down Expand Up @@ -34,6 +40,7 @@ fn check_textures(
mut events: EventReader<AssetEvent<LoadedFolder>>,
) {
// Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`
// and that the the font has been loaded by the `FontSystem`.
for event in events.read() {
if event.is_loaded_with_dependencies(&rpg_sprite_folder.0) {
next_state.set(AppState::Finished);
Expand All @@ -49,10 +56,145 @@ fn setup(
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut textures: ResMut<Assets<Image>>,
) {
// Build a `TextureAtlas` using the individual sprites
let mut texture_atlas_builder = TextureAtlasBuilder::default();
let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap();
for handle in loaded_folder.handles.iter() {

// create texture atlases with different padding and sampling

let texture_atlas_linear = create_texture_atlas(
loaded_folder,
None,
Some(ImageSampler::linear()),
&mut textures,
);
let atlas_linear_handle = texture_atlases.add(texture_atlas_linear.clone());

let texture_atlas_nearest = create_texture_atlas(
loaded_folder,
None,
Some(ImageSampler::nearest()),
&mut textures,
);
let atlas_nearest_handle = texture_atlases.add(texture_atlas_nearest);

let texture_atlas_linear_padded = create_texture_atlas(
loaded_folder,
Some(UVec2::new(6, 6)),
Some(ImageSampler::linear()),
&mut textures,
);
let atlas_linear_padded_handle = texture_atlases.add(texture_atlas_linear_padded.clone());

let texture_atlas_nearest_padded = create_texture_atlas(
loaded_folder,
Some(UVec2::new(6, 6)),
Some(ImageSampler::nearest()),
&mut textures,
);
let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded);

// setup 2d scene
commands.spawn(Camera2dBundle::default());

// padded textures are to the right, unpadded to the left

// draw unpadded texture atlas
commands.spawn(SpriteBundle {
texture: texture_atlas_linear_padded.texture.clone(),
transform: Transform {
translation: Vec3::new(-250.0, -130.0, 0.0),
scale: Vec3::splat(0.8),
..default()
},
..default()
});

// draw padded texture atlas
commands.spawn(SpriteBundle {
texture: texture_atlas_linear_padded.texture,
transform: Transform {
translation: Vec3::new(250.0, -130.0, 0.0),
scale: Vec3::splat(0.8),
..default()
},
..default()
});

let font = asset_server.load("fonts/FiraSans-Bold.ttf");

// padding label text style
let text_style: TextStyle = TextStyle {
font: font.clone(),
font_size: 50.0,
color: Color::WHITE,
};

// labels to indicate padding

// No padding
create_label(
&mut commands,
(-250.0, 330.0, 0.0),
"No padding",
text_style.clone(),
);

// Padding
create_label(&mut commands, (250.0, 330.0, 0.0), "Padding", text_style);

// get handle to a sprite to render
let vendor_handle: Handle<Image> = asset_server
.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
.unwrap();

// get index of the sprite in the texture atlas, this is used to render the sprite
// the index is the same for all the texture atlases, since they are created from the same folder
let vendor_index = texture_atlas_linear
.get_texture_index(&vendor_handle)
.unwrap();

// configuration array to render sprites through iteration
let configurations: [(&str, Handle<TextureAtlas>, f32); 4] = [
("Linear", atlas_linear_handle, -350.0),
("Nearest", atlas_nearest_handle, -150.0),
("Linear", atlas_linear_padded_handle, 150.0),
("Nearest", atlas_nearest_padded_handle, 350.0),
];

// label text style
let sampling_label_style = TextStyle {
font,
font_size: 30.0,
color: Color::WHITE,
};

let base_y = 170.0; // y position of the sprites

for (sampling, atlas_handle, x) in configurations {
// render a sprite from the texture_atlas
create_sprite_from_atlas(&mut commands, (x, base_y, 0.0), vendor_index, atlas_handle);

// render a label to indicate the sampling setting
create_label(
&mut commands,
(x, base_y + 110.0, 0.0), // offset to y position of the sprite
sampling,
sampling_label_style.clone(),
);
}
}

/// Create a texture atlas with the given padding and sampling settings
/// from the individual sprites in the given folder.
fn create_texture_atlas(
folder: &LoadedFolder,
padding: Option<UVec2>,
sampling: Option<ImageSampler>,
textures: &mut ResMut<Assets<Image>>,
) -> TextureAtlas {
// Build a `TextureAtlas` using the individual sprites
let mut texture_atlas_builder =
TextureAtlasBuilder::default().padding(padding.unwrap_or_default());
for handle in folder.handles.iter() {
let id = handle.id().typed_unchecked::<Image>();
let Some(texture) = textures.get(id) else {
warn!(
Expand All @@ -65,31 +207,47 @@ fn setup(
texture_atlas_builder.add_texture(id, texture);
}

let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
let texture_atlas_texture = texture_atlas.texture.clone();
let vendor_handle = asset_server
.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
.unwrap();
let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap();
let atlas_handle = texture_atlases.add(texture_atlas);
let texture_atlas = texture_atlas_builder.finish(textures).unwrap();

// set up a scene to display our texture atlas
commands.spawn(Camera2dBundle::default());
// draw a sprite from the atlas
// Update the sampling settings of the texture atlas
let image = textures.get_mut(&texture_atlas.texture).unwrap();
image.sampler = sampling.unwrap_or_default();

texture_atlas
}

/// Create and spawn a sprite from a texture atlas
fn create_sprite_from_atlas(
commands: &mut Commands,
translation: (f32, f32, f32),
sprite_index: usize,
atlas_handle: Handle<TextureAtlas>,
) {
commands.spawn(SpriteSheetBundle {
transform: Transform {
translation: Vec3::new(150.0, 0.0, 0.0),
scale: Vec3::splat(4.0),
translation: Vec3::new(translation.0, translation.1, translation.2),
scale: Vec3::splat(3.0),
..default()
},
sprite: TextureAtlasSprite::new(vendor_index),
sprite: TextureAtlasSprite::new(sprite_index),
texture_atlas: atlas_handle,
..default()
});
// draw the atlas itself
commands.spawn(SpriteBundle {
texture: texture_atlas_texture,
transform: Transform::from_xyz(-300.0, 0.0, 0.0),
}

/// Create and spawn a label (text)
fn create_label(
commands: &mut Commands,
translation: (f32, f32, f32),
text: &str,
text_style: TextStyle,
) {
commands.spawn(Text2dBundle {
text: Text::from_section(text, text_style).with_justify(JustifyText::Center),
transform: Transform {
translation: Vec3::new(translation.0, translation.1, translation.2),
..default()
},
..default()
});
}

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